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Sign upAdd "Mutant NPCs" mod. #22497
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SpencerMichaels
added some commits
Nov 26, 2017
SpencerMichaels
changed the title
[WIP] Add "Mutant NPCs" mod.
Add "Mutant NPCs" mod.
Dec 17, 2017
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Taking this off of WIP status because I think at least as a first version of the mod this is ready to merge. My only concern is that there might be too many mutants in random spawns because there are 21 new classes and the random selection is a uniform distribution… but since this is a mod, that might actually be what people want. |
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This is triggering the debugmsg at https://github.com/sxmichaels/Cataclysm-DDA/blob/ab428e1f3d05ae1047c44e963452ae67eafc3da7/src/npc_class.cpp#L253 |
kevingranade
merged commit 1e3078d
into
CleverRaven:master
Jan 23, 2018
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@kevingranade Astyle regression: f5ef998#r27036628 |
SpencerMichaels commentedNov 26, 2017
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edited
This PR is split off from #22487. It depends on #22494.
This PR adds a
Mutant NPCsmod which adds 21 new NPC classes: one generic mutant and 20 mutants targeted at each of the serum categories. These classes are similar toNPC_NONE, the generic wandering NPC, except that they have effectively drunk/injected several mutagens/serums before spawning. Only some mutations have an effect for NPCs right now, but there are enough to make, say, a bear mutant companion a much better fighter than a regular one.Aside from adding these NPC classes, the mod doesn't do anything else yet — it's primarily intended to make use of some of my NPC mutation frameworks in the other related PRs (see #22494, #22495, and #22496). I also want to use the trait groups system to add non-mutation starting traits to the regular NPCs, but that will require lua support for groups, which I don't have yet. I hope to eventually add a mutant faction and some associated quests, although some of the ideas that I have in mind require some code additions as well as mods.
If anyone has recommendations for changes or additions, I'd be glad to hear them.